There’s a huge discussion over on the 2E rules forum about the changes to Recall Knowledge coming in the remaster, and it made me think of another question in that same vein. I play almost entirely PFS, so I’m asking it here.
So say I play scenario A and in that scenario we encounter a creature, some party member succeeds at a recall knowledge check against it, and we learn that it has a weakness, that said party member shares with the group. Three scenarios later, we engage some more creatures, and again, one of my party members (or me) succeeds at a Recall Knowledge check against the creatures. We find out it’s the same creature I fought 3 scenarios ago, but the player asks for a different piece of information this time, so the weakness I previously learned about isn’t brought up.
Is it meta-gaming for me to say, in character, “Hey! I fought some of these last month! They’re weak to xxxxxx!”
So maybe you like to play a character of ever class. Or maybe you just want to know how many characters you can advance. So I use PFStracker and made a list of what you can play/GM at each level to get to the next level and put it in a google doc.
Obviously you don’t have to do the level 6+ stuff in exactly those batches. However, I did sort of group them by season.
What are some builds / character concepts that either need multiclass dedication or benefit greatly from them?
So I'm still relatively new to 2E, but I love rolling up characters, especially for PFS which is what I mainly play. My very first character was a cleric, and I wanted to go warpriest, but I saw a lot of people complaining about them, both here and on Reddit. So I went with cloistered cleric and play it as a healer with some fun little twists.
But damnit, I want to make a warpriest. And after GMing the bounty Shadows and Scarecrows, I had an idea. Since it's PFS, my deity choices are restricted and I can't choose Zon'kuthon. However. there's a LN deity that has the wonderful spiked chain as her favored weapon. I just have no clue where to go beyond that. I'm thinking channel smite eventually and versatile font but I'm open to suggestions.
So I'm building a cleric to play in PFS. The only thing I have decided is I'm going cloistered cleric and positive divine font as healers seem to be few and far between and I don't mind taking on the role.
What deity and domain gives me extra things to do when I'm not healing? Also, is it worth investing heavily in the Medicine skill (including feats) if I'm already going to have tons of heal spells? I assume it is as it's resource-free healing between combat (and in-combat once I get the appropriate feat).
Oh, and this is a character I've assigned some credit to, so I get to start at level 2 and any of the uncommon ancestries are an option.
I’m new to PF2E and I’m still not very sure of what’s available to PFS characters. Are there any restrictions to character creation I need to follow to have guns available? And, once those are met, what’s the best gun for a level 1 Way of the Sniper gunslinger? I’d prefer to be a human, but I could settle for a dwarf if necessary.
So I'm a teacher and started a Pathfinder Society club for some middle school students. We're having a meeting tomorrow wherein I need to help 30 kids create their first ever PFS2E character.
Does anybody have a relatively simple and easy to follow character creation guide I can give out to the kids (or groups of kids)?
So I’m going to be introducing a bunch of middle schoolers to TTRPGs and decided to do it with PFS since it’s the one I’m most familiar with. However, I only recently started playing 2E and don’t know anything about any of the adventures.
What scenarios and or bounties do you recommend I get to run for them?
I've noticed a lot of people have ideas for character backstories they want to play, but have a hard time building a character to fit that backstory. So I figured I'd be a bit presumptuous and offer the Advice forum's help with this problem. Maybe we can make this a one stop shop for this kind of thing.
So here's what we'll do: you provide your character's backstory, and we'll help you flesh out the hard numbers for that character.
So this question revolves around rebuilding a character before playing it at level 2, the idea of taking a feat to modify something before you have it, and an unchained barbarian who takes Lesser Beast Totem as their level 2 rage power.
So I have the barbarian in question at level 2, but I haven't played him at that level yet. I'm wondering if it's ok to "re-optimize" the character and take Weapon Focus (claws) with my level 1 feat.
My gut instinct says no, but I'm really not sure and I'm looking for opinions.
So I'm rolling up an Oread saurian shaman druid for PFS. I've got pretty much everything set, but I can't decide on a level 1 feat or traits. I was considering Dwarf blooded feat so that my already 20 ft movement speed isn't lowered more by medium armor, then I realized at level 5 I'll be wild shaping anyway.
I also considered the Armor Expert trait, but then I realized I don't have any physical skills I really want to invest in.
Here's what I've got so far:
Oread druid (saurian shaman) 1 (Pathfinder RPG Bestiary 2 205, Pathfinder RPG Ultimate Magic 39)
N Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +7
AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 shield)
hp 10 (1d8+2)
Fort +3, Ref +2, Will +5
Resist acid 5
Speed 20 ft. (15 ft. in armor)
Melee club +4 (1d6+4)
Spell-Like Abilities (CL 1st; concentration -2)
Druid (Saurian Shaman) Spells Prepared (CL 1st; concentration +4)
1st—enlarge person[D] (DC 14), shillelagh (DC 14), shillelagh (DC 14)
0 (at will)—detect magic, read magic, stabilize
D Domain spell; Domain Plant (Growth domain[APG] subdomain)
Str 18, Dex 14, Con 12, Int 12, Wis 16, Cha 5
Base Atk +0; CMB +4; CMD 16
Skills Acrobatics -4 (-12 to jump), Knowledge (dungeoneering) +2, Knowledge (nature) +7, Perception +7, Spellcraft +5, Survival +9
Languages Common, Druidic, Ignan, Terran
SQ nature bond (Growth domain[APG]), nature sense, wild empathy -2
Other Gear lamellar (horn) armor[UC], heavy wooden shield, club, 43 gp
Darkvision (60 feet) You can see in the dark (black and white only).
Druid (Saurian Shaman) Domain (Growth)
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Enlarge (6/day) (Su) Swift action: Enlarge person on yourself.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy -2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
So I was just reading a thread in the rules forum about figuring out the damage for throwing huge items at people, and it sparked an idea in me.
Now it's for PFS (as all of my characters are), so keep that in mind, but here's what I want. The backstory of the character is that he was the star closer for his MLB team, and was closing out game 7 of the World Series, when he was transported to a different dimension and ended up in Golarion. Since this guy doesn't know anything about magic, or how to fight with weapons, he goes into combat with a bag of baseball-sized sling bullets that he throws at enemies.
I'm really torn on how to build this, because I'm thinking a Str-based build will be best for damage, but I don't see him wearing too much armor either, so a Dex-based build will be best for survivability. I also have a few questions about the build that I'm just unsure of.
What class is best for this? I'm thinking Slayer and taking the ranger combat styles for archery to make getting PBS, Precise Shot, Rapid Shot, and Imp Precise Shot easier. Slayer also gets free Weapon Focus and a bonus Combat feat from Slayer tslents. Fighter would also work well because of all of the bonus feats.
Strenth or dexterity base?
Other than Throw Anything, what special feats do I need to make this build work? I know I'll need Throw Anything at level 1, as well as PBS, if I go Dex-based. If I go Str-based, isn't there a feat that allows thrown weapon attack rolls to work off Str?
What other feats should I look to pick up, other than the standard ranged attacker feats? I assume something to increase the range on my thrown weapons, but I can't remember what it's called.
How do I go about enchanting my projectiles? Am imgoing to need to buy durable cold iron sling bullets and just hope 10 is enough to last me a whole Combat so I can collect them after? Does that even work? Will I need to go the blinkback belt route?
Anything else I'm forgetting about?
I know monk is probably the best class for it, but I already have a monk. So I was thinking brawler, since I don't have one of those.
Here's what I got so far:
1. Weapon Focus (unarmed strike), Power Attack
2. Improved Grapple
3. Belier's Bite
4. +1 Str
5. Jabbing Style, Weapon Specialization
7. Improved Bull Rush
8. Greater Weapon Focus, +1 Str
9. Deadly Grappler
12. Greater Weapon Specialization, +1 Str
I'm probably doing this terribly since I've never built a brawler (or monk, beyond level 3).
I have a blaster wizard already, but I want to build a snowball chucker and I have no clue what feats I need. The only guidelines are these:
1. PFS legal
So, whatcha got?
I'm interested in building a PFS legal character that takes a single level dip into oracle of lore for the sidestep revelation.
What types of build out this to the best use? I'd rather avoid oradin as I already have a level 10 paladin that I'm still playing in PFS. When I get home later I can C&P her stat block so you guys can let me know if you think dipping for lore-acle at level 11 might be best for her
Since this has popped up in at least two recent threads in the Advice forum, and seems to be the topic of some vitriolic debate, I figured I would get an FAQ request going since it seems to be a relatively simple answer.
What is the action economy relevant to making an attack with a throwing shield?
The throwing shield entry states that you can "unstrap and attack with it" as a free action. I take this to mean that unstrapping it is a free action, and the attack takes up one of the attacks granted by your BAB.
Others insist that RAW is RAW, and you could get a throwing shield and a blinkback belt and make theoretically infinite attacks with a full attack action.
So I had the idea today for a character that thinks he's a werewolf, and I'm trying to figure out how to best build it. My first thought was unchained barbarian, taking the Beast Totem rage power line and Animal Fury. That would look something like this:
Lou Garou, level 12 human unchained barbarian
Gear: Amulet of Mighty Fists +3, Belt of Giant's Strength +4, Cloak of Resistance +3, Ring of Protection +3, +1 Earthbreaker (in case it's not a full moon), +3 mithral kikko
So I'm not trying to squeeze every bit of juice out of this build, just looking for something fun to roleplay in PFS. Anybidy got any suggestions to make it more fun/flavorful? Any suggestions for a level 10 feat?
So I had the sudden desire to build a character that carries two shields and just bashes everybody with them. I figured TWF ranger would be best for this, and I'm pretty sure I know how to build him, but I had a couple of questions.
If I have Imp Shield Bash, do I get the AC from both shields or only 1?
Say I want a couple of spiked heavy shields, how does the cost work to make them +2 for the purposes of AC and attacking?
So I've got a tiefling character that was grandfathered in a long time ago with a single session of credit on it. I was going to be a bad touch cleric, but I decided to do that with a grippli boon and deliver the spells via Agile Tongue.
So I decided, since I don't have either a ranger or a two weapon fighting character for PFS, I would turn this tiefling into one.
Starting stats after racial mods are:
I was considering using kukri as my weapons because of the crit range, but I don't know if that's the best choice. I also don't know what feats to take or when to take them other than taking the TWF feats with the ranger style feats.
So I've got a nagaji battle oracle rolled up for PFS. Ive never played it, just threw some GM credit on it to grandfather it in in case nagaji are removed as a legal race in the future.
So I was tinkering around trying to figure out what to do with it, when I remembered the soirit guide archetype. I know it's usually used for caster oracles, but I think it might work for this melee guy.
Here is his stat block.:
Nagaji oracle 1 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 4 199)
N Medium humanoid (reptilian)
Init +2; Senses low-light vision; Perception +5
AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 natural)
hp 11 (1d8+3)
Fort +2, Ref +2, Will +1; +2 vs. mind-affecting effects and poison
Speed 30 ft. (20 ft. in armor)
Melee bardiche +3 (1d10+4/19-20)
Ranged sling +2 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with bardiche)
Oracle Spells Known (CL 1st; concentration +4)
1st (4/day)—cure light wounds, divine favor, magic weapon
0 (at will)—detect magic, ghost sound (DC 13), guidance, mage hand, read magic, stabilize
Str 16, Dex 14, Con 14, Int 10, Wis 8, Cha 16
Base Atk +0; CMB +3; CMD 15
Feats Extra Revelation[APG]
Traits dangerously curious, fate's favored
Skills Acrobatics -1 (-5 to jump), Diplomacy +7, Perception +5, Spellcraft +4, Use Magic Device +8; Racial Modifiers +2 Perception
Languages Common, Draconic
SQ oracle's curse (haunted), resistant, revelations (skill at arms, war sight), serpent's sense
Other Gear kikko armor[UC], bardiche[APG], sling, sling bullets (10), grappling hook, masterwork backpack[APG], silk rope (50 ft.), spell component pouch, wrist sheath, spring loaded, wrist sheath, spring loaded, 30 gp, 9 sp
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison.
Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles.
War Sight (Su) Take your choice of 2 initiative rolls.
I'm thinking take Extra Revelation at 3 to get Weapon Mastery (Weapon Focus now, Improved Critial at 8, Gr. Weapon Focus at 12), choose the battle spirit from the spirit guide and pick the Battle Master hex (Weapon Specialization at 8), then pick up Power Attack at 5, Phalanx Formation at 7, and Lunge at 9.
What do you guys think? Am I going to be able to hold my know in combat as a straight oracle?
My son is getting into playing PFS with me. He played his first scenario last weekend with a character we rolled up together. We initially made a ranger, but when I thought about it more, between the pet and casting spells, ranger can get a bit complicated.
I was going to have him remake the character as a slayer, since Studied Target is an easier version of favored enemy. Then I remembered slayers get sneak attack, and as an archer, that will be largely useless for him.
So, what do you guys think? I was hoping to avoid making him a bland fighter, but it might be the best class for him to play to get used to the way the game works without having too many moving parts on his character.
I love having a lot of different characters to play in PFS. Before the aasimar and tiefing were made illegal, I grandfathered in an aasimar bard. I chose to make it an archaeologist at the time, and took the Fate's Favored trait to boost the Archaeologist's Luck class feature. I'm just unsure what to do with it for feats other than Arcane Strike.
Angel-blooded aasimar (angelkin) bard (archaeologist) 1 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 32)
N Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +0
AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 shield)
hp 10 (1d8+2) (currently -11)
Fort +2, Ref +4, Will +2
Resist acid 5, cold 5, electricity 5
Speed 30 ft.
Melee mwk longsword +6 (1d8+5/19-20)
Ranged shortbow +4 (1d6+2/×3)
Special Attacks archaeologist's luck 7 rounds/day (+1)
Spell-Like Abilities (CL 1st; concentration +4)
Bard (Archaeologist) Spells Known (CL 1st; concentration +4)
1st (2/day)—expeditious retreat, feather step[APG] (DC 14)
0 (at will)—detect magic, light, read magic, resistance
Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 16
Base Atk +0; CMB +6; CMD 15
Feats Lingering Performance[APG]
Traits fate's favored, reactionary
Skills Diplomacy +7, Heal +2, Knowledge (arcana) +5, Knowledge (dungeoneering) +1, Knowledge (engineering) +1, Knowledge (geography) +1, Knowledge (history) +1, Knowledge (local) +5, Knowledge (nature) +1, Knowledge (nobility) +1, Knowledge (planes) +7, Knowledge (religion) +1, Perform (comedy) +7, Spellcraft +4, Use Magic Device +7; Racial Modifiers +2 Heal, +2 Knowledge (planes)
Languages Celestial, Common
SQ bardic knowledge +1
Combat Gear wand of cure light wounds (50 charges); Other Gear lamellar (leather) armor[UC], buckler, arrows (20), mwk longsword, shortbow, grappling arrow[UE], masterwork backpack[APG], silk rope (50 ft.), spell component pouch, 520 gp
Archaeologist's Luck +1 (7 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Any recommendations are greatly appreciated. And don't worry, if bards aren't your thing, I'm sure I'll be asking about my druid or wizard or sorcerer or something else soon.
I recently came back to PFS and, while going through my stuff, I found a grippli boon I must have traded for. I vaguely remember having the idea of a grippli druid that delivered touch spells via tongue lashings, but I have no clue how to implement this.
Any druid building maestros wanna take a swing at it
So I used to play and GM a lot of PFS. Because of this, I made a lot of characters that had one scenario of GM credit assigned to them. I took an 18 month long break and recently got back to playing.
I was reviewing all of my old characters and I figured out where I was going with all of them except one. The character in question is an ecclesitheurge cleric of Sarenrae. My primary domain was healing, and secondary was heroism.
I can't for the life of my figure out what I was trying to turn this character into. Any ideas?
Feats: Extra Channel, Selective Channel
The good thing is, if I can't figure out where I was going with the character, I can always redesign it because it's still level 1.
So I have a magus that I play in PFS that I finally got to play at level 2 the other day, so I was very much looking forward to being able to use Spell Combat with my prepared shocking grasp spells. Well, the first time I tried, I cast the spell, then moved in and whiffed on the attack.
So I'm sitting there, holding the charge on a shocking grasp when my turn comes around again. I have another shocking grasp prepared, and I'm wondering if it would be legal for me to declare Spell Combat, make my melee attack and discharge the shocking grasp, and then cast another shocking grasp and make the free melee attack associated with its casting via Spellstrike.
Then I read the Spell Comnat description and it says that I cannot cast a spell in-between melee attacks, and I'm not sure if they are referring to itertives, or if this is an absolute rule. Since I wasn't sure, I decided not to try and cast the second shocking grasp, but I am still curious about this.
If I begin my turn holding the charge on a touch spell, can I declare Spell Combat, make my normal melee attack and discharge the held spell, then cast another touch spell and make the free melee attack granted by that spell via Spellstrike?
So I traded for a PFS sylph boon, and I'm still not sure what to do with it. The best idea I've had so far is a sylph....investigator? I've already got two different wizards for PFS play and a magus. I have an investigator rolled up (as a human currently), but I haven't played him at all yet.
Can anybody offer any advice for anything fun to play that makes good use of the sylph's +2 Dex and +2 Int that maybe I am forgetting? Do any of the classes in the new Occult playtest require those abilities?
Worst case scenario is I either just hold onto it for later use, or trade it away for something else.